Fighter

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Revision as of 18:45, 20 October 2019 by Guy (talk | contribs) (skill points -> proficiency points)
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Table: The Hyrulean Fighter

Level Proficiency
Bonus
Features
1st +2 Hearts, Proficiencies, Proficiency Points, Stamina Gauge, Fighting Style
2nd +2 Subclass
3rd +2 Subclass feature
4th +2 Improvement
5th +3 Extra Attack
6th +3 Dashing Run, Improvement
7th +3 Subclass feature
8th +3 Improvement
9th +4 Indomitable (one use)
10th +4 Fighting Style (extra)
11th +4 Subclass feature
12th +4 Improvement
13th +5 Indomitable (two uses)
14th +5 Subclass feature
15th +5 Relentless
16th +5 Improvement
17th +6 Subclass feature, Indomitable (three uses)
18th +6 Champion
19th +6 Improvement, Stamina Wheel
20th +6 Subclass feature

Starting equipment

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Hearts

Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d10. Heart Containers are used primarily during short rests to recover heart points.

If your first class level is gained as a fighter, your maximum heart points increases by 10 + your Constitution modifier.

Anytime you otherwise gain a level in this class, you roll d10 (or take the median of 6), then add your Constitution modifier to that number. Your maximimum heart points increases by an amount equal to the result.

If your Constitution modifier later increases, your maximum heart points will retroactively increase.

Proficiencies

If your first class level is gained as a fighter, you have proficiency with the following.

Multiclass Proficiencies

If you gain a level in fighter as a secondary class (see multiclassing), you instead gain proficiency with the following.

Proficiency Points

If your first class level is gained as a fighter, you have a number of proficiency points equal to 7 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to gain proficiencies.

This feature assumes you do not have a background. If you do have a background, your number of proficiency points is reduced by 6, to a minimum of 0.

Stamina Gauge

You gain a number of stamina points equal to 2 + your Constitution modifier. If your Constitution later increases, so too does your number of stamina points. Each level you gain in this class after the first, you gain 2 more stamina points.

You can use your stamina points to perform called shots or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

Called Shot

Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.

A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.

Fighting Style

At 1st level and 10th level, you adopt a particular style of fighting as your specialty. At either level, choose one of the following options. You cannot gain the same fighting style multiple times.

Fighter Subclass

At 2nd level, you choose a subclass that you strive to emulate in your combat styles and techniques. The subclass you choose grants you features at 2nd level and again at 7th, 11th, 14th, 17th, and 20th level.

Each subclass is summarized below and covered in more detail later on this page.

  • A brute specializes in simple, brunt force. You hit hard and often.
  • An archer specializes in ranged combat. You focus on using ranged weapons from afar and staying out of harm's way.
  • A darknut specializes in stalwart, heavily-armored defense. Your guard is virtually impenetrable.
  • A spellsword mixes the study of magic with the art of war. You cast a variety of spells, from fiery blasts to restorative magic.
  • A tunic specializes in combat versatility. You employ a wide range of useful battle techniques.

Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, your capabilities improve in a fundamental but powerful way. At these levels, choose one of the following improvements:

  • Increase one ability score of your choice by 2, or two ability scores by 1 each. This feature can be used to increase Constitution as high as 30, but you cannot increase any other ability score above its maximum.
  • Gain a feat of your choice.
  • Master two extraordinary techniques of your choice from the fighter technique list.
  • Adopt an additional Fighting Style.

Dashing Run

At 6th level, you learn to push your surplus of stamina into quicker movement. You can expend 2 stamina points at any time during your turn to double your remaining speed for the turn as if you had taken the Dash action.

Stamina Wheel

By 19th level, your endurance is unending—like a wheel, you never cease rolling. You recover 1 stamina point at the start of each of your turns. In other words, you recover 10 stamina points every minute, and need not rest to recover stamina points. This feature can't replenish stamina points which won't recover until the end of a long rest, such as those used to cast spells.